The actual freon hltv image

nrbynrby Join Date: 2002-03-05 Member: 270Members
ok heres the high quality image from HLTV, ignore the dodgy spotlights, those are temp so i can see where im walking <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

NOt all the map is populated with architecture yet.

Forgot to mention, the vents have not been added yet (hence the bit at the top going nowhere <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

<img src="http://csnation.counter-strike.net/barney/personal/ns_freon0037.jpg" border="0">



<!--EDIT|n@rby|Mar. 30 2002,12:04-->

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great!

    I have a question for you... You obviously map out your basic architecture, or "do the layout" first, and add details later. I've tried this technique, but can never seem to get it right... So let me ask you, when mapping your layout first, do you design the actual shape, structure, and gameplay contributing architecture during this process, or do you make simple boxes and hallways first, and then add the major architecture to the room when it's all laid out? Of course all visual details like railings etc come later, but I'm more interested in hearing how you deal with the major architecture... Is this mapped out during the initial layout building, or do you go about killing boxes you made as a sort of placeholder, and replacing them with structurally detailed rooms?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    depends on the map, with a map of this size i find it easier to do the floorplan then build up the whole thing in waves, layout --> 1st pass architecture --> lighting then keep going over making things more detailed.

    Only reason for this is to try and keep tabs on the limits, clipnodes etc
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Makes sense... So you don't have ultra detailed sections of the level where you started, and then are forced to cut back nearing the end.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
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